I didn´t realize that getAbsolutePosition could return non-actualised results until I´d done a good few circles, so wondered if maybe updating the header note might be useful, that is, if I´ve now got this right!! Please don´t shoot me if I´ve got this wrong!
From ISceneNode.h
//! Gets the absolute position of the node in world coordinates.
/** If you want the position of the node relative to its parent,
use getPosition() instead.
> NOTE: This function may return incorrect values unless updateAbsolutePosition() has been called.
> drawAll (animate) calls this function, ensuring that return values are correct until the next cam->setPosition call.
\return The current absolute position of the scene node (provinding that updateAbsolutePosition was called). */
virtual core::vector3df getAbsolutePosition() const
{
return AbsoluteTransformation.getTranslation();
}
//
Original:-
//! Gets the absolute position of the node in world coordinates.
/** If you want the position of the node relative to its parent,
use getPosition() instead.
\return The current absolute position of the scene node. */
virtual core::vector3df getAbsolutePosition() const
{
return AbsoluteTransformation.getTranslation();
}
[done]getAbsolutePosition - Clarification of header note
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Re: getAbsolutePosition - Clarification of header note
Yeah, why not.